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Automatic Closing Doors


vonBennett

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Yes. However this is not a normal door I guess but an activator with different states.

I'll look up tomorrow how the proper command is called. Or you can try to find it out in the creation kit wiki.

 

It has to do with different animation states and is part of the "Object Reference Script"... Nothing outlandish but I really can't remember it.

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Thanks for the creation kit wiki heads up! Looks like there is tons of information there!

 

There is another object that is an activator (the exploding version of this door), however, the one I'm using is labeled as a normal door.

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Since you're working with an activator with animation states (and not a "normal" door), you might look at using PlayAnimation or PlayGamebryoAnimation in a script attached to a trigger box to control the animation state. I've used PlayGamebryoAnimation with success in some basic testing (ages ago) when PlayAnimation didn't seem to work with any of the animation states I defined. The default toggle button scripts might also give you some ideas as well.

 

There's likely a vanilla game example close to what you want to do that you could reverse engineer, but I'm drawing a blank on one right now.

Edited by RedRocketTV
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